// brighten.frag
#version 330 core
in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D textureSampler;
uniform float brightness;  // 亮度调整参数

void main() {
    vec4 texColor = texture(textureSampler, TexCoord);
    FragColor = vec4(texColor.rgb + brightness, texColor.a);
}
